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https://github.com/moparisthebest/minetest
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Add deserts to map generator
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@ -102,10 +102,13 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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content_t c_stone = ndef->getId("mapgen_stone");
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content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(n.getContent() == c_stone)
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content_t c = n.getContent();
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if(c != CONTENT_IGNORE && (
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c == c_stone || c == c_desert_stone))
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break;
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vmanip.m_area.add_y(em, i, -1);
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@ -1282,6 +1285,23 @@ bool get_have_beach(u64 seed, v2s16 p2d)
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return (sandnoise > 0.15);
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}
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enum BiomeType
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{
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BT_NORMAL,
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BT_DESERT
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};
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BiomeType get_biome(u64 seed, v2s16 p2d)
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{
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// Just do something very simple as for now
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double d = noise2d_perlin(
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0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
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seed+9130, 3, 0.50);
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if(d > 0.2)
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return BT_DESERT;
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return BT_NORMAL;
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};
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u32 get_blockseed(u64 seed, v3s16 p)
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{
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s32 x=p.X, y=p.Y, z=p.Z;
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@ -1359,6 +1379,12 @@ void make_block(BlockMakeData *data)
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#define CONTENT_VARIABLE(ndef, name)\
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content_t c_##name = ndef->getId("mapgen_" #name);\
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MapNode n_##name(c_##name);
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// Default to something else if was CONTENT_IGNORE
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#define CONTENT_VARIABLE_FALLBACK(name, dname)\
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if(c_##name == CONTENT_IGNORE){\
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c_##name = c_##dname;\
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n_##name = n_##dname;\
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}
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CONTENT_VARIABLE(ndef, stone);
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CONTENT_VARIABLE(ndef, air);
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@ -1375,6 +1401,10 @@ void make_block(BlockMakeData *data)
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CONTENT_VARIABLE(ndef, stone_with_coal);
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CONTENT_VARIABLE(ndef, stone_with_iron);
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CONTENT_VARIABLE(ndef, mese);
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CONTENT_VARIABLE(ndef, desert_sand);
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CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
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CONTENT_VARIABLE(ndef, desert_stone);
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CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
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// Maximum height of the stone surface and obstacles.
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// This is used to guide the cave generation
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@ -1422,6 +1452,7 @@ void make_block(BlockMakeData *data)
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if(surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
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BiomeType bt = get_biome(data->seed, p2d);
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/*
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Fill ground with stone
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*/
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@ -1431,15 +1462,18 @@ void make_block(BlockMakeData *data)
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u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
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for(s16 y=node_min.Y; y<=node_max.Y; y++)
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{
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if(y <= surface_y){
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if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
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vmanip.m_data[i] = MapNode(c_stone);
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} else if(y <= WATER_LEVEL){
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vmanip.m_data[i] = MapNode(c_water_source);
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} else {
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vmanip.m_data[i] = MapNode(c_air);
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if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
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if(y <= surface_y){
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if(y > WATER_LEVEL && bt == BT_DESERT)
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vmanip.m_data[i] = n_desert_stone;
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else
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vmanip.m_data[i] = n_stone;
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} else if(y <= WATER_LEVEL){
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vmanip.m_data[i] = MapNode(c_water_source);
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} else {
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vmanip.m_data[i] = MapNode(c_air);
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}
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}
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vmanip.m_area.add_y(em, i, 1);
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}
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}
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@ -1481,6 +1515,10 @@ void make_block(BlockMakeData *data)
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PseudoRandom ps(blockseed+21343);
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if(ps.range(1, 4) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
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caves_count /= 3;
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bruises_count /= 3;
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}
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for(u32 jj=0; jj<caves_count+bruises_count; jj++)
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{
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bool large_cave = (jj >= caves_count);
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@ -1753,6 +1791,9 @@ void make_block(BlockMakeData *data)
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v2s16 p2d = v2s16(x,z);
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MapNode addnode(c_dirt);
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BiomeType bt = get_biome(data->seed, p2d);
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if(bt == BT_DESERT)
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addnode = MapNode(c_desert_sand);
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// Randomize mud amount
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s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
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@ -1766,10 +1807,16 @@ void make_block(BlockMakeData *data)
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if(mud_add_amount <= 0){
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mud_add_amount = 1 - mud_add_amount;
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addnode = MapNode(c_gravel);
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} else if(get_have_beach(data->seed, p2d) &&
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} else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
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surface_y + mud_add_amount <= WATER_LEVEL+2){
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addnode = MapNode(c_sand);
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}
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if(bt == BT_DESERT){
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if(surface_y > 20){
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mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
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}
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}
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/*
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If topmost node is grass, change it to mud.
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@ -1812,6 +1859,7 @@ void make_block(BlockMakeData *data)
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/*
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Add blobs of dirt and gravel underground
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*/
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if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
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{
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PseudoRandom pr(blockseed+983);
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for(int i=0; i<volume_nodes/10/10/10; i++)
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